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动画原理——加速度
书籍名称:HTML5-Animation-with-JavaScript
书籍源码:https://github.com/lamberta/html5-animation
这一章节没有仔细讲一是因为和上一章节很相似,只是速率换成加速度。
二是因为初中学的加速度大家都懂得。
1.在某一方向的方向的加速度
06-acceleration-1.html
<!doctype html><html> <head> <meta charset="utf-8"> <title>Acceleration 1</title> <link rel="stylesheet" href="../include/style.css"> </head> <body> <header> Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a> </header> <canvas id="canvas" width="400" height="400"></canvas> <script src="../include/utils.js"></script> <script src="./classes/ball.js"></script> <script> window.onload = function () { var canvas = document.getElementById(‘canvas‘), context = canvas.getContext(‘2d‘), ball = new Ball(), vx = 0, ax = 0.1; ball.x = 50; ball.y = 100; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); vx += ax; ball.x += vx; ball.draw(context); }()); }; </script> </body></html>
2.在两个方向的加速度
08-acceleration-3.html
<!doctype html><html> <head> <meta charset="utf-8"> <title>Acceleration 3</title> <link rel="stylesheet" href="../include/style.css"> </head> <body> <header> Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a> </header> <canvas id="canvas" width="400" height="400"></canvas> <aside>Press arrow keys.</aside> <script src="../include/utils.js"></script> <script src="./classes/ball.js"></script> <script> window.onload = function () { var canvas = document.getElementById(‘canvas‘), context = canvas.getContext(‘2d‘), ball = new Ball(), vx = 0, vy = 0, ax = 0, ay = 0; ball.x = canvas.width / 2; ball.y = canvas.height / 2; window.addEventListener(‘keydown‘, function (event) { switch (event.keyCode) { case 37: //left ax = -0.1; break; case 39: //right ax = 0.1; break; case 38: //up ay = -0.1; break; case 40: //down ay = 0.1; break; } }, false); window.addEventListener(‘keyup‘, function () { ax = 0; ay = 0; }, false); (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); vx += ax; vy += ay; ball.x += vx; ball.y += vy; ball.draw(context); }()); }; </script> </body></html>
3.用三角函数分解的加速度到x,y方向。
<!doctype html><html> <head> <meta charset="utf-8"> <title>Follow Mouse 2</title> <link rel="stylesheet" href="../include/style.css"> </head> <body> <header> Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a> </header> <canvas id="canvas" width="400" height="400"></canvas> <aside>Move mouse on canvas element.</aside> <script src="../include/utils.js"></script> <script src="./classes/arrow.js"></script> <script> window.onload = function () { var canvas = document.getElementById(‘canvas‘), context = canvas.getContext(‘2d‘), mouse = utils.captureMouse(canvas), arrow = new Arrow(), vx = 0, vy = 0, force = 0.05; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); var dx = mouse.x - arrow.x, dy = mouse.y - arrow.y, angle = Math.atan2(dy, dx), ax = Math.cos(angle) * force, ay = Math.sin(angle) * force; arrow.rotation = angle; vx += ax; vy += ay; arrow.x += vx; arrow.y += vy; arrow.draw(context); }()); }; </script> </body></html>
4.太空船程序
经过前面知识的累积,不难理解下面的代码。
11-ship-sim.html
<!doctype html><html> <head> <meta charset="utf-8"> <title>Ship Sim</title> <link rel="stylesheet" href="../include/style.css"> <style> #canvas { background-color: #000000; } </style> </head> <body> <header> Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a> </header> <canvas id="canvas" width="400" height="400"></canvas> <aside>Press left and right arrow keys to rotate ship, up to add thrust.</aside> <script src="../include/utils.js"></script> <script src="./classes/ship.js"></script> <script> window.onload = function () { var canvas = document.getElementById(‘canvas‘), context = canvas.getContext(‘2d‘), ship = new Ship(), vr = 0, vx = 0, vy = 0, thrust = 0; ship.x = canvas.width / 2; ship.y = canvas.height / 2; window.addEventListener(‘keydown‘, function (event) { switch (event.keyCode) { case 37: //left vr = -3; break; case 39: //right vr = 3; break; case 38: //up thrust = 0.05; ship.showFlame = true; break; } }, false); window.addEventListener(‘keyup‘, function () { vr = 0; thrust = 0; ship.showFlame = false; }, false); (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); ship.rotation += vr * Math.PI / 180; var angle = ship.rotation, //in radians ax = Math.cos(angle) * thrust, ay = Math.sin(angle) * thrust; vx += ax; vy += ay; ship.x += vx; ship.y += vy; ship.draw(context); }()); }; </script> </body></html>
style.css
/* Some HTML5 Tags */aside, footer, header, nav, section { display: block;}/* Examples */body { background-color: #bbb; color: #383838;}#canvas { background-color: #fff;}header { padding-bottom: 10px;}header a { color: #30f; text-decoration: none;}aside { padding-top: 6px;}/* Index page */#index-body { background-color: #fdeba1; font-family: "Vollkorn", serif; color: #000;}#index-body a { text-decoration: none; color: #b30300;}#index-body #description, #index-body #exercises { overflow: auto; max-width: 900px; margin: 0px auto 20px auto; padding-left: 15px; padding-bottom: 15px; background-color: #fff; border-radius: 15px;}#index-body #description { margin-top: 40px;}#index-body h1 { color: #b30300;}#index-body #description h2 { margin-bottom: 0;}#index-body h1 a { text-decoration: underline; color: #b30300;}#index-body li h2, #index-body li h3, #index-body li h4 { color: #000;}#index-body li h3 { margin-bottom: 0px;}#index-body #description ul { margin: 0; padding: 0; list-style-type: none;}#index-body #description ul li { padding-bottom: 0.6em;}.container { display: table; width: 100%; height: auto;}.container .text { display:table-cell; height:100%; vertical-align:middle;}.container img { padding: 0 20px; display: block; float: right;}.container .clear { clear: both;}#exercises ul { margin: 0; padding: 4px 20px 10px 20px;}#exercises ol { margin: 0 20px 10px 0; padding: 0; list-style-type: none;}#exercises ol li { padding-top: 5px;}#exercises ol ol ol { padding-left: 60px; list-style-type: decimal-leading-zero;}#exercises ol ol ol li img, #exercises ol ol li img { margin-left: 4px; margin-bottom: -10;}#exercises h2 { margin: 10px 0 0 0;}
utils.js
/** * Normalize the browser animation API across implementations. This requests * the browser to schedule a repaint of the window for the next animation frame. * Checks for cross-browser support, and, failing to find it, falls back to setTimeout. * @param {function} callback Function to call when it‘s time to update your animation for the next repaint. * @param {HTMLElement} element Optional parameter specifying the element that visually bounds the entire animation. * @return {number} Animation frame request. */if (!window.requestAnimationFrame) { window.requestAnimationFrame = (window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame || function (callback) { return window.setTimeout(callback, 17 /*~ 1000/60*/); });}/** * ERRATA: ‘cancelRequestAnimationFrame‘ renamed to ‘cancelAnimationFrame‘ to reflect an update to the W3C Animation-Timing Spec. * * Cancels an animation frame request. * Checks for cross-browser support, falls back to clearTimeout. * @param {number} Animation frame request. */if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = (window.cancelRequestAnimationFrame || window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame || window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame || window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame || window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame || window.clearTimeout);}/* Object that contains our utility functions. * Attached to the window object which acts as the global namespace. */window.utils = {};/** * Keeps track of the current mouse position, relative to an element. * @param {HTMLElement} element * @return {object} Contains properties: x, y, event */window.utils.captureMouse = function (element) { var mouse = {x: 0, y: 0, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener(‘mousemove‘, function (event) { var x, y; if (event.pageX || event.pageY) { x = event.pageX; y = event.pageY; } else { x = event.clientX + body_scrollLeft + element_scrollLeft; y = event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; mouse.x = x; mouse.y = y; mouse.event = event; }, false); return mouse;};/** * Keeps track of the current (first) touch position, relative to an element. * @param {HTMLElement} element * @return {object} Contains properties: x, y, isPressed, event */window.utils.captureTouch = function (element) { var touch = {x: null, y: null, isPressed: false, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener(‘touchstart‘, function (event) { touch.isPressed = true; touch.event = event; }, false); element.addEventListener(‘touchend‘, function (event) { touch.isPressed = false; touch.x = null; touch.y = null; touch.event = event; }, false); element.addEventListener(‘touchmove‘, function (event) { var x, y, touch_event = event.touches[0]; //first touch if (touch_event.pageX || touch_event.pageY) { x = touch_event.pageX; y = touch_event.pageY; } else { x = touch_event.clientX + body_scrollLeft + element_scrollLeft; y = touch_event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; touch.x = x; touch.y = y; touch.event = event; }, false); return touch;};/** * Returns a color in the format: ‘#RRGGBB‘, or as a hex number if specified. * @param {number|string} color * @param {boolean=} toNumber=false Return color as a hex number. * @return {string|number} */window.utils.parseColor = function (color, toNumber) { if (toNumber === true) { if (typeof color === ‘number‘) { return (color | 0); //chop off decimal } if (typeof color === ‘string‘ && color[0] === ‘#‘) { color = color.slice(1); } return window.parseInt(color, 16); } else { if (typeof color === ‘number‘) { color = ‘#‘ + (‘00000‘ + (color | 0).toString(16)).substr(-6); //pad } return color; }};/** * Converts a color to the RGB string format: ‘rgb(r,g,b)‘ or ‘rgba(r,g,b,a)‘ * @param {number|string} color * @param {number} alpha * @return {string} */window.utils.colorToRGB = function (color, alpha) { //number in octal format or string prefixed with # if (typeof color === ‘string‘ && color[0] === ‘#‘) { color = window.parseInt(color.slice(1), 16); } alpha = (alpha === undefined) ? 1 : alpha; //parse hex values var r = color >> 16 & 0xff, g = color >> 8 & 0xff, b = color & 0xff, a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha); //only use ‘rgba‘ if needed if (a === 1) { return "rgb("+ r +","+ g +","+ b +")"; } else { return "rgba("+ r +","+ g +","+ b +","+ a +")"; }};/** * Determine if a rectangle contains the coordinates (x,y) within it‘s boundaries. * @param {object} rect Object with properties: x, y, width, height. * @param {number} x Coordinate position x. * @param {number} y Coordinate position y. * @return {boolean} */window.utils.containsPoint = function (rect, x, y) { return !(x < rect.x || x > rect.x + rect.width || y < rect.y || y > rect.y + rect.height);};/** * Determine if two rectangles overlap. * @param {object} rectA Object with properties: x, y, width, height. * @param {object} rectB Object with properties: x, y, width, height. * @return {boolean} */window.utils.intersects = function (rectA, rectB) { return !(rectA.x + rectA.width < rectB.x || rectB.x + rectB.width < rectA.x || rectA.y + rectA.height < rectB.y || rectB.y + rectB.height < rectA.y);};
ship.js
function Ship () { this.x = 0; this.y = 0; this.width = 25; this.height = 20; this.rotation = 0; this.showFlame = false;}Ship.prototype.draw = function (context) { context.save(); context.translate(this.x, this.y); context.rotate(this.rotation); context.lineWidth = 1; context.strokeStyle = "#ffffff"; context.beginPath(); context.moveTo(10, 0); context.lineTo(-10, 10); context.lineTo(-5, 0); context.lineTo(-10, -10); context.lineTo(10, 0); context.stroke(); if (this.showFlame) { context.beginPath(); context.moveTo(-7.5, -5); context.lineTo(-15, 0); context.lineTo(-7.5, 5); context.stroke(); } context.restore();};
动画原理——加速度
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